4,821 Commits over 762 Days - 0.26cph!
Evaluate water height at water positions and spawn y at that rather than possibly under water
naval_update -> scientist_boat_ai
scientist_boat_ai -> naval_update
spawn setting change again
Better scientist boat spawn settings
scientist_boat_ai -> naval_update
Swapped turret animations from the playables system to the regular playables animator
Ensure AI play reload and shoot animations when on the turrets
Dont allow ai turrets to move if ai.move is false
Dont move scientist boats if Ai.Move is false
Change scientist boat spawn edge margin from 300 -> 900
Early exit out our update loop if there are no connections inside a large radius
naval_update -> scientist_boat_ai
pt_boat_turrets -> naval_update
Can't try to fire whilst reloading
Masked out the rear 50 cal turret body animation
Force seat position updates on the front turret. Gets around any of the weird pivoting with the player going closer to one or the other side of the turret
Fix another screwed up pivot on the front turret
Fix slightly off player pivot on front turret
- Stop being able to aim off at high angles at the extreme clamps of the turret. Require gun forward to be sort of aligned with correct forward direction
- Reduce front turret sensitivity
Fix front turret rotation clamping not working properly at offset boat rotations
Wait until we have 6 interpolator states before allowing non predicted turrets to lerp
Don't use pre-existing rotation as the intial client pitch/yaw - this causes snapping on the front turret when you were jumping on
scientist_boat_ai -> naval_update
Fix muzzle flash not spawning at the right location for the right pt boat turret
scientist_boat_ai -> naval_update
- Fix boats sometimes spawning with weird rotation values
- Delay enabling leg renderers till a bit later to prevent them not turning on sometimes?
- More changes to leg animator settings to prevent ocean waves from causing the legs to have a freak out
- Bring back LOD for turning on or off leg animators
- Fixed more issues with poor AI mounted turret aiming
- Ensure rear turret does the correct checks (it has an inverted forward)
- Ensure leg renderers are disabled when player model is thrown in the pool
- Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
- Better behaviour around corners
- Stopped AI gunner being slightly off on the Y direction sometimes (I was translating the direction from a direction without removing the yaw rotation, so it was slightly offset
- Perform LOS on AI gunner with its target before engaging
- Various minor tweaks (reduced context resolution, increased avoidance polling rate)
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
Ensure boats dont wander out of protection areas (if they have one)
Update to version 1.13.11
naval_update -> scientist_boat_ai
naval_update -> turret_head_animations
naval_update -> blueprint_viewmodel
Final profiler window tweaks: supports larger packet rundowns
Capture all missed outgoing packets in client and server
Ensure 'server' is set right on our inbound packets
Record the rest of the inbound packets I missed: group enter, group change, group destroy, world data, voice data, entity flags, entity position
Better effect outgoing packets
- Autocomplete ranks suggestions based on how some minor closeness values
- Got history working again
Automatically put the scroll view to the bottom anytime a new command comes in unless the user has scrolled up at some point
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hero_title_change -> main
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